Showing posts with label parpg. Show all posts
Showing posts with label parpg. Show all posts

Sunday, May 20, 2012

Good FOSS 3D action RPGs, nowhere to be found?

Today I got a small rant:
So there are a few really prominent types of games which ought to have their FOSS representatives, right?
Ok, well a few like epic story driven single-player games will probably never show up due to inherent problems to develop such games through the FOSS method, but besides that lets have a look what we got:
Ok... sure you will find some other genres (Mechsims, realistic tactical FPS etc.) which also lack a much played/far into development FOSS representative, but given the (current) popularity of action RPGs lets have a look at what we do have:

So, there is the really cool project FLARE, which besides being not really playable yet is also more of a nostalgic effort. More playable but also with a similar demographic of potential players is Freedroid (besides having a maybe too Linux centric style).

FLARE 2D graphics style

Maybe of interest seem to be DawnRPG and PARPG, but for both the above applies as well and they seem to be going into a rather different direction. Besides that, at least the latter seems to be not progressing well lately.

Then there are the obscure and/or non-isometric DNT and Lips of Suna. Which are both nice projects on their own (especially LoS seems to develop nicely as of late), but are not really suitable as the FOSS reference for action RPGs...

The only game that comes to my mind that would fit is Summoning Wars, which is somewhat playable and even has a single-player campaign, but development is really slow and it is still a long way off what I would call a recommendable game to non-FOSS enthusiasts.

Some new dungeon wall tests
All in all it is a very promising project, which is IMHO hold back by its lack of content creation tools (mainly, but not only a world editor). This is probably partially because of the intention to have randomly generated dungeons, but those are still really bland to look at, and should be complemented by parts or at least towns that are nicely designed by hand (those also exists, but must have been done in a text editor or such ;) ).

Part of the rather slow development I guess was the poor choice of the graphics engine, e.g. OGRE 3D which is foremost a programmers choice (due to nice features and good documentation), but a rather bad FOSS game developers choice in my opinion (due to the lack of a complete game-engine features and good tools).

There are still a few really talented artists trying to contribute (1,2,3), and I recently proposed a creative re-use of 0 A.D. assets, but everything seems to be hitting a road block when it comes to easy tinkering with the game and getting things to actually run in game... and that is really demotivating to potential contributors (FOSS development advise 101 ;) ).

So to sum it up? I think Summoning Wars is really not living up to what it could be, and the only solution I see would be the addition of a new and really motivated programmer to the team to solve the tool-chain problems and thus restart the active development again. Anyone interested???

P.S.: Not to forget mentioning it: There is also the IrrRPG builder, which could probably be a good base to build an action RPG too.

Tuesday, May 24, 2011

PARPG Infrastructure Sprint: Content Creation Refactoring


A PARPG Content Creation Refactoring Sprint was announced on May 23, 2011. Here are instructions on how to join and help:
  1. Register at Assembla
  2. Add and resolve tickets
  3. Join the #parpg channel each Sunday at GMT 8PM

Saturday, February 19, 2011

Dev-corner: m64's Development Lessons and Agile in Free Open Source Game Development

In his first Lessons from Bulletstorm post, m64 talks about the importance of Level Design, Editors, Core Gameplay and Mechanics Tweaking for open source games (although most is general gamedev related).
First, a disclaimer – Bulletstorm is a big, single-player heavy, action game. If your game is different, the observations might not apply. Some observations are shaped by how Unreal Engine 3 works and might not be easily applicable to games created with other engines. Some might be difficult to apply due to technical limitations of an Open Source process – like having to exchange data through the Internet. Without any further ado, here goes.
Speaking of development: PARPG is doing an Agile/Scrum-style one-month sprint. This means that the whole team is working towards a handful of goals and that there are 30-minutes progress and planning reports twice a week [announcement]. The main theme of this development month is "Player Character Creation".

I'm currently contributing as UI designer on the project and am very motivated by the feeling of 'single-mind development' - the knowledge that man people from different spheres work on one main task at a time. It's great to know that not only I finish a design task but that it's going to be working in-game soon.

One of the mockups I produced during the sprint [more mockups]

Please note that this is not a one man's work. I actually created no part of this image but only drew some lines and moved around existing images by other artists! See this file for a list of the work in the mockup.

Do you consider m64's suggestions relevant to free game dev? Are there any principles/structures you have seen in foss game projects that improved development? What do you think of applying Scrum to open source games?

Saturday, January 8, 2011

Political Space Warfare

Political Space Warfare is an ambitious, multi faceted space based strategy in-progress game. Still far from achieving it's full vision, PSW wants to offer gameplay ranging from long-term strategy gameplay as seen in browser based empire building games such as Travian all the way down to a RPG where you play as a single unit in the greater picture.

Unfortunately, its Windows only at the moment, but the team are planning to port it to Linux/other platforms as soon as possible, which will be a lot sooner if there are any of you willing to help :)

PARPG

In a quick aside, PARPG is looking for a Lead Writer/ So if any of you are in the mood for writing some Post Apocaliptic fiction, be sure to have a look

Thursday, December 9, 2010

Contributing to FPSs, RPGs and other games by sharing thoughts and spreading words

I* joined PARPG to work on game interaction (controls and GUI). This decision was made after taking a look at some projects and talking with their members about what tasks are available. Now I want to tell you about the 'open source jobs' available out there.

Radakan (RPG) is currently a solo project that uses the Python 3D engine Panda3D. Project lead Taldor would like help with the game design, GUI design, Writing (dialog & quests) and content creation (creating and converting models, managing the content pipeline). Warning: Radakan's website is currently down, best way to get in contact is irc.freenode.net#radakan.

CubeCreate (FPS + Editor) will be a Lua-driven Sauerbraten-based engine. It could use some design help for editor accessibility improvements and thoughts on asset management (model/texture import) while the developers port to Lua.

0 AD (RTS) has a a well-compiled list of tasks.

Megaglest (RTS) would like to have somebody find more players for the game. In my humble opinion it could use the help of an audio designer to take a look at some files' volume levels as well. :) A re-work of their homepage is being discussed as well.

Ryzom (MMORPG) still needs to port the world editor but also would be interested in designers to work on a 3D editor.

LinWarrior3D (Mech Action) will soon have a new release. There might be a git repository soon. I got a list of possible tasks:
  • Homepage enhancing, either with Drupal or static (portions of the website should have the feeling of you-are-in-the-world rather than you-are-reading-the-website). There needs to be resemblance to the current homepage for keeping identity.
  • The HUD-Displays could use an overhaul.
  • Concepts for a world setting, places, factions for (GTA-like) emerging gameplay - to enhance and populate the game world.
  • Concepting a tutorial at the current state of interaction
Suggestions, problem/bug reports, performance reports and fan-mail are always welcome with LW3D. Contributors should be aware that LW3D is a slow-paced "lifetime" project. :)

*remember, this is a collaborative blog, I'm one of currently 4 posters :)

Friday, April 16, 2010

From death declaration to dragons and damnation... and two 2D map editors

youtube-dl: hyzOB92EuZM | tinyogg
The 2D RTS Bos Wars (BW) 2.6 has been released, after two years of release-silence. The new release includes
  • Enhancements to the editor and map format
  • New units, tilesets, maps, translations (italian and portugese)
  • A campaign
About the campagin, which is called "swindler", I can only say that the story drawings are beautiful and that the first mission is unbeatable boring (which is why I can't say anything about follow-up missions, if there are any): you need to navigate a weak unit through a maze of high-damage towers - blind. You only have a chance when you have a good memory and accept having to restart the mission 20 times. The only other scripted scenario is the tutorial level, which has (computer-generated) mission voices even! You can see both missions being played (and the mentioned story drawings) in this video [tinyogg].

The new map format is 'patch-based', which is like 'tile-based' I suppose, only that it allows you to use tiles of any dimensions. The editor works well, it could only use a 'tile draw mode' which would continue to draw tiles while holding down the mouse button (this happens for units, but not for tiles). Here's a video [tinyogg] demonstration of the editor, make sure to skip if it gets boring, I show off tile, resource and unit placement and then test-play the map.

What I really really want BW to have is a tower defense map/mode. :)

Since I started talking about editors, I'll just go ahead and show the PARPG one:
youtube-dl: vXqojPwGYj4 | tinyogg
The editor is all right, it seems to be a bit hard to get existing resources into the game though: they need to have a xml definition file for each image (hand-written I assume) and then you have to import them into the map with multiple mouse clicks.

You probably know of the lack of a maintainer for PARPG but there are also coding and asset-making jobs to do for Techdemo 2 - enter "2D" and "3D" into your browser's search function to filter out the art tasks. A list of 'good tasks for new programmers' was written, you also ask for guidance here. The current programmer's hot topic is "inventory and objects".

youtube-dl: NFoGyph_Bc4 | tinyogg
Formido is a short top-down shoot-until-aliens-kill-you game. It is well-made, but I won't be coming back to it as I will be doing to Violetland.

youtube-dl: bRnHlyYJSlI | tinyogg
Damnation of the Gods aims to become an enhanced Dungeon Master clone. Right now it is an old-school engine with a pleasant GUI which relies on freeware DMJ's assets. Assets is what the project mainly needs.. and maybe some guidance for a plot?..

youtube-dl: a6q4X3ZxKNM | tinyogg
Dragon History is a Czech-language (with some horrible but fun text translations) adventure game for scummVM. Its code is GPLv2-licensed. I got no reply yet after asking for the gfx and audio's license..

Did I already mention that my Linux game video recording troubles were over the day I discovered this guide to use ffmpeg for it?

Remember my high praise of krank? Well now thanks to above post you can finally witness [tinyogg] visuals and sound in motion!

Also, dear Linux users: get youtube-dl if you're unable to use the youtube website. It owns. Look for it in your software repository.

Oh wait, I forgot one piece of news:
youtube-dl: 3B4GVILtzIw | tinyogg
Search and Rescue 0.9 was released. Contrary to FlightGear I was able to get my vehicle into the air (on the third try ;) ). Sounds would not work but I kind of like the low-resolution textures. I'll have to play it a little more to figure out if there's more fun things to do besides crashing helicopters. ^^

Monday, March 15, 2010

First PARPG Techdemo

PARPG ("Post-Apocalyptic Role Playing Game") Techdemo 1 is out:
You can walk around, talk to other characters, change to different (placeholder) maps, listen to background audio tracks and play around with the settings.
There is a little more: container items and basic inventory functions work as well. Battle, quests, character development and interactive map objects (locks and traps?) are what is missing from allowing to implement a loaded rpg.

Another piece of news is that the project manager, barra, is leaving his position. The best place to discuss PARPG's management's future is their IRC. You can also read more about barra's stepping down in this IndieRPGs article or this PARPG announcement.

Of course the project is seeking a new manager to take over the management tasks. We shall hope for a brave and experienced sir or lady to claim that throne. (Did I mention that the decision-making process is rather democratic in PARPG?)

The developers are restless of course and are working on the plan for the next tech demo! Read this proposal of features and participate in its discussion!




Yet another piece of news: you can now listen to all game audio tracks on this page. (So far only one has been featured in gameplay videos). My current favorite is Timong's "Depths 1":

Sunday, February 7, 2010

Contributors, contributors, contributors

The development structure of FOSS game projects can be a one-man show, it can be semi-closed by having a fixed team and little web presence, it can have lots of tasks without anybody knowing what needs to be done, or it can be plain frozen until a developer decides to pick it up.


Today, I will try to pick some of the open development ones that provide some kind of ordered task list and provide instructions in the case of media creation being the job.



Programming





Rocket Race in Syntensity [more]

Syntensity has some open tasks (having played the game helps understanding :) ), which involve tinkering with the Sauerbraten-based engine and JavaScript.




latest UFO:AI world view
I just found out on #ufoait that UFO:AI is soon to release the first version that allows you to win the game. This will make the squad tactics game be eligible to a line on our list of complete foss games! There are still a few tasks to complete before 2.3, a humble list compared to all the open issues.



PARPG developers wants to ship the first tech demo on 10th of March but could use some Python programmers' help. The engine used by PARPG, FIFE, just released 0.3.0, introducing internationalization as one of the features. One plan for a forthcoming version is to improve rendering performance.


Never mind the sidetracking, regarding PARPG programming: here's the first step (chat) of involvement and the second (forums). :) In case you're worried about setup complications: being on Arch Linux it has been no effort for me to install fife-svn and test the svn version of PARPG many times.





Current PARPG status


I told you about the problems of getting Bitfighter to run on my x64 system. Others suffer from the same and now the development team is looking for someone willing to take a look at our errors and their code in this thread. Should you happen to take a look and have an idea of what the problem is but are too laz.. busy to register at yet another forum, please do comment on this post. :)



Assets/Media/Art




Get the flash player here: http://www.adobe.com/flashplayer

Racer r242 screenshots


Racer is getting prettier and prettier and hopefully the instructions for making cars, using the editor and creating visual themes will let some race track artists do their magic. I recommend the racer-dev group for getting in touch with the developer.



A list of wanted voice lines for NAEV was compiled. For brainstorming, a PiratePad was used, which is based on the FOSS collaborative web text editor etherpad.



jClassicRPG recently received a new voice pack but is still looking for more voices. If you are or you know someone who likes to put their voice to use and has a way to record it, go to/direct them to the updated voice acting instructions.



irrlamb documentation now features a wiki page on level editing. For questions and feedback use this thread.

Wednesday, October 28, 2009

Beep. Bop. Updates. Racer. Critterding. PARPG. OGA.

Sorry.



Attempts to rescue old forum files will go on until November 9, 2009, I will update you on that date or earlier. For now, there's a replacement of the FGD planet (let us know if blogs are missing)



racer
I made two videos [one, two] of the alpha-stage-but-stable sci-fi racing game racer.



I also made a video (sorry for frame rate and encoding error) of the 3d-life-form simulator critterding. Not a game, but potentially entertaining ;)



Portrait for PARPG
PARPG's team is working on a level editor. There's new art too of course. Did you notice that awesome portrait over there -> ? I'm so impressed!



Speaking of graphics, OGA has some new featured art (East RPG monsters). It too looks *smart positive adjective*. Also some neat concept art (example).



I (qubodup) will be posting less (probably for the next 3 years). Busy much :) Remember that you can informally apply to become a freegamer reporter if you like :)

 
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